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Creators/Authors contains: "Pan, Yanjun"

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  1. Free, publicly-accessible full text available March 1, 2026
  2. A 28-GHz multibeam joint communication and sensing system called SideSense is presented, in which a line-of-sight (LoS) beam is used to maintain reliable communication, while other sensing beams are used to enhance physiological motion detection. SideSense decodes the motion frequency and shape from the channel state information (CSI) by first tuning the gain ratio and phase differences between the LoS communication beam and non-LoS (NLoS) beam to maximize the sensing signal-to-noise ratio (SSNR) without significantly degrading the communication channel capacity (CCC). Analytical results based on a bistatic model are presented to show a gain ratio of around 1 and a phase difference of 90° or 270°, which are ideal for optimizing both SSNR and CCC. Experiments based on an array of phased array (APA) beamformers and orthogonal frequency-division multiplexing (OFDM) waveforms with phantom and human subjects are presented to validate the performance of SideSense. Results show that SideSense can improve SSNR by 84% while reducing CCC by 35%, an acceptable decrease within the normal operational parameters of a millimeter-wave (mmWave) communication system, which would not trigger a link reestablishment procedure, e.g., communication beam realignment. 
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    Free, publicly-accessible full text available January 1, 2026
  3. Abstract Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their computational thinking competency—a competency that can be used across disciplinary boundaries in accordance with curriculum requirements. To address this need, the current study investigated how game-based learning influenced middle school students’ learning processes, particularly on the development of computational thinking competency, self-efficacy toward computational thinking, and engagement during gameplay. Additionally, the study examined how these outcomes were moderated by individual differences. We observed evidence that the gaming experience influenced students’ computational thinking self-efficacy, but not computational thinking competency or game-based engagement. Compared to age (grade) and prior gaming experience, gender tended to play a more important role in moderating students’ computational thinking competency, self-efficacy toward computational thinking competency, and game-based engagement. Implications and possible directions for future research regarding using game-based learning to enhance computational thinking competency are discussed. 
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  4. Although prior research has highlighted the significance of representations for mathematical learning, there is still a lack of research on how students use multimodal external representations (MERs) to solve mathematical tasks in digital game-based learning (DGBL) environments. This exploratory study was to examine the salient patterns problem solvers demonstrated using MERs when they engaged in a single-player, three-dimensional architecture game that requires the acquisition and application of math knowledge and thinking in game-based context problem solving. We recorded and systematically coded the behaviors of using MERs demonstrated by 20 university students during 1.5 hours of gameplay. We conducted both cluster and sequential analyses with a total of 2654 encoded behaviors. The study indicated that the maneuverable visual-spatial representation was most frequently used in the selected architecture game. All of the participants performed a high level of representational transformations, including both treatment and conversion transformations. However, compared to the students in the second cluster who were mostly non-game players, students in the first cluster (composed of mainly experienced video game players) displayed a higher frequency of interacting with various MERs and a more cautious and optimized reflective problem-solving process. 
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